Hey guys. I had recently posted a thread similar to this in D&D 3e/3.5/d20 before discovering the Homebrew Design forum. This is a class that I've had in the works for a while now, and I'm pretty proud of where it's at now. However, due to my limited knowledge of the nuances of D&D in general (I've only started playing a few years ago and only familiar with the core rulebooks), I'd appreciate it if more experienced players could offer some advice on how to improve the class:

Note: At fifth level, the Improved Combat Crafting ability allows Engineers to craft traps. I'm working on one now (a noisemaker which prevents spells with verbal components from being cast), so if you have any ideas for traps, that too would be appreciated.

ENGINEER
Adventures: Engineers adventure to broaden their knowledge of the world; uncovering the mechanisms of ancient dungeons and investigating the biological components of outlandish beasts provides the engineer with ideas for her next contraption. Engineers often accompany fellow adventurers for protection; left to her devices, she would be unable to survive on her own.
Characteristics: Solving everyday problems comes naturally to engineers, thanks to her wide array of tools. As a result of her tinkering, the engineer is able to craft tools at lightning speeds. In addition to her crafting skills, she is capable of developing contraptions that increase her mobility, enhance the combat ability of allies, or distract foes.
Alignment: Although engineers with a lawful bent are more common, engineers can hail from any alignment. The power of technology is biased against neither good nor evil.
Religion: Engineers find themselves at odds with the magic of the world around them. As a result, they do not typically revere a deity at all. However, most religious engineers follow Moradin (god of engineering). Regardless of their beliefs, even the most pious of engineers are rarely seen at the temples of their deity, as they would prefer tinkering in their workshop.
Background: A young engineer learns her skills from a single experienced engineer as an apprentice. Older engineers often study at a university to learn the ways of the machine. Engineers in towns more accustomed to magic may be in short demand, as the arcane arts are often seen as being more reliable.
Races: Engineers are typically common amongst humans, dwarves, and gnomes. Humans possess enough curiosity and tenacity to see the inherent benefits of technology; ditto for half-elves. Gnomes are clever enough to learn engineering easily, and dwarves are naturally skilled at crafting. Elves and halflings, holding reverence for nature, despise machinery, and thus rarely become engineers. Engineers are even rarer among the savage humanoids, as they lack the intelligence to pick up engineering.
Other Classes: Engineers, despite their utility, do not get along with many of the other classes. Those of the arcane classes, such as the wizard and sorcerer, are at odds with the engineer. Magic and technology rival each other because they provide the same benefits, but in different ways. Likewise, the cleric, druid, ranger, and paladin will have trouble cooperating with the engineer. Reliance on machines rather than their deity is considered blasphemous to clerics and paladins. The reason why engineers don’t get along with rangers and druids should be apparent. The engineer faces a unique challenge; she must prove herself to her party members if she wants to be accepted.
Role: The engineer, with her assortment of gadgets, is prepared for any situation. As a result, she works best in a supporting role. Since her offensive capabilities are lacking, she relies on her allies to protect her while enhancing their abilities and distracting foes.

GAME RULE INFORMATION
Engineers have the following game statistics.
Abilities: Intelligence is necessary to craft the various components of the engineer’s arsenal. Dexterity is necessary for combat crafting, as well as for the rare occasion the engineer finds herself in combat. Strength may be important should the engineer want to carry more ammunition or craft more tools.
Alignment: Any
Hit Die: d6

Class Features
All of the following are class features of the engineer.
Weapon and Armor Proficiency: Engineers are proficient with all simple weapons and light armor. Heavier armor interferes with the engineer’s combat crafting ability and results in a -4 to all Craft checks made during combat craft attempts. The engineer is also proficient with the light hammer, war hammer, hand crossbow, repeating light crossbow, and the repeating heavy crossbow.
Combat Crafting: The engineer is able to craft items mid-combat; doing so requires a Craft check with a DC dependent on the complexity of the item. She also makes a Dexterity check to determine how long the item takes to be crafted with a DC also dependent on the complexity of the item. Crafting an item may require metal, wooden, fabric, and/or chemical materials, which can be purchased at a general store. The engineer can craft any of the items located in Table 3-Y: Combat Crafting. Should the Craft check fail, both the turn and materials are expended.
Hyperphonics: The Hyperphone™ is an elongated staff about five feet long that, when planted, channels sonic vibrations through a process known as hyperphonics. These vibrations affect allies (wearing patented Hyperphonic™ earplugs [worth 1sp in metal materials]) within a 30ft radius (+5ft per 5 levels) and do not affect airborne allies. The effects of the Hyperphone™ last for four rounds per use; the Hyperphone™ can be activated twice a day at 1st level (can be used an additional time at 4th, 8th, 12th, 16th, and 20th level) before needing to recharge. The Hyperphone™ stores its uses during the night and recharges during the day using the sun’s rays (any light source is sufficient for the Hyperphone™ to recharge).
Bolster: Affected allies receive a +1 bonus to attack and damage rolls. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
Fortify: Affected allies receive a +1 bonus to all saving throws while in effect. This bonus increases by 1 at 4th, 8th, 12th, 16th, and 20th level.
Expedite: Affected allies receive a +5 bonus on skill checks on a particular skill.
Disassemble Lock: At 3rd level, the engineer is capable of disassembling a lock, similar to how a rogue picks a lock, by making a Craft (locksmithing) check, using the same DC an Open Lock check would.
Improved Combat Crafting: At 5th level, the engineer has grown accustomed to crafting on the fly and has learned recipes for new items. The engineer can now craft any of the items located in Table 3-Z: Combat Crafting. Certain items require specific components. Should the Craft check fail, the turn and material are still expended.
Flying Machine/Submarine:
Starting at 6th level, the engineer is able to craft a machine that can soar through the sky or delve through the sea. Doing so requires a day of construction and 2000 gp of material (the machine weighs 500 lb). The machine can be piloted in a room safely if the room is at least 100 feet tall and 50 feet wide. The base speed for the machine is 40ft in the air, 40ft on land, and 20ft underwater. Firing a weapon while piloting the machine is a full-round action, and requires an additional concentration check. If the check fails, the engineer must roll a reflex save to avoid crashing. The machine can accommodate up to four people, but its speed will be halved. The vehicle is powered using solar energy, similar to the Hyperphone™.
Hypophonics: At 8th level, the engineer makes adjustments to the Hyperphone’s™ seismometer, allowing it to channel sonic vibrations at a higher frequency. These frequencies are so high, that it actually damages those not wearing the Hyperphone™ earplugs. Activating hypophonics is treated as a hyperphonics activation when determining how many hyperphone uses are made in a day. Hypophonics does not affect airborne foes. Opponents can halve effects with a Fortitude save DC 20 (negative effects are negated if Decelerate is activated).
Debilitate: Affected opponents receive a -2 penalty to attack and damage rolls. This penalty increases by one at 10th, 15th, and 20th level.
Cripple: Affected opponents receive a -2 penalty to all saving throws while in effect. This penalty increases by 1 at 8th, 12th, 16th, and 20th level.
Decelerate: Affected opponents move at half speed and are considered flat-footed.
Wondrous Crafting: At 9th level, the engineer acquires the Craft Wondrous Item feat, even if she doesn’t meet the prerequisites.
Death Machine: At 11th level, the engineer is able to add a cannon to the machine. Adding the cannon requires three hours of construction and 750 gp of material. Firing the cannon is a standard action and deals 2d6 damage; reloading the cannon is a free action. Additional cannons can be constructed at the same cost; an extra cannon at 14th level and another at 17th level. Firing multiple cannons is a full-round action; reloading them is a standard action
Uberfonics: At 15th level, the engineer discovers a way to focus ki through the Hyperphone’s™ sonic vibrations. This ki allows the Hyperphone™ to perform Uberfonics (Overclocked); the effects of hyperphonics are quadrupled. However, using Overclocked requires the Hyperphone™ to be fully charged, resulting in an effect that lasts one round and expends its entire energy reserve; therefore, it can only be used once a day. At 18th level, the engineer discovers a way to reroute some of the energy generated through ki so the effects of Uberfonics last longer. This is known as Uberfonics (Underclocked). Rather than expending all of the Hyperphone’s™ charges, Underclocked only expends three charges and lasts two rounds, at the cost of its multiplicative effects; it instead doubles the effects of hyperphonics.

Occupies a 5ft square space. Can be placed or thrown up to 30ft away. Only activates if victim steps into the trap. Victim must make a Reflex save with DC of 20 or step into the trap. If they fail, they take 1d12 damage and must make a Strength check or Escape Artist check with DC of 18 to escape. Escaping is a full-round action and the check can be made each round until successful.

(Move Action),
(Full-Round Action)
1 lb. metal
(1 lb.)
A circular disk that embeds itself in hard surfaces when thrown. Can be thrown 30ft or shot out of a crossbow at the crossbow’s range. Can embed itself into floors or walls. Shock discs can conduct electricity when activated. To activate a shock disc, the engineer must be flick a swithc on the Hyperphone™ (the engineer must occupy the same space as the Hyperphone™ if it is already planted); electricity will shoot from the Hyperphone™ to the shock disc, charging the shock disc. This does not expend any of the charges of the Hyperphone™ and is counted as a free action.

At 5th level, two shock discs, when activated, can create a spark between them. If a foe walks between the two shock discs, they take 1d4 electric damage and must make a Fortitude save with DC 14 or be stunned for one round. The shock discs must be within 50 ft of each other to form a spark.

At 10th Level, three shock discs, when activated, can create a spark that forms a triangular perimeter. The shock discs must be within 30 ft of each other to form the triangular perimeter.

At 15th Level, four shock discs, when activated, can create a spark that forms a quadrilateral perimeter. The shock discs must be within 20 ft of adjacent (not diagonal) shock discs to form the polygonal perimeter.

Anyone who steps into a polygonal area takes 1d4 electric damage and must make a Fortitude save with DC 14 or be stunned for one round. Every 5ft traveled within the area deals 1d4 damage; if the victim succeeds on the Fortitude save, they need not make another save until the next round if they are still in the polygonal area.

If the engineer makes more shock discs than can be used to make a linear or polygonal shape, they can be used to create another. (i.e. if a 10th Level engineer had five shock discs, she could make a triangular perimeter and a linear spark with a single activation).